1. 程式人生 > >【遊戲程式設計】Direct 3D程式框架

【遊戲程式設計】Direct 3D程式框架

下面進行三維遊戲的開發吧。用的是DirectX 9。

執行結果:

原始碼:

#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>

#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE L"Direct 3D程式框架"
#define SAFE_RELEASE(p) { if(p) {(p)->Release(); (p) = NULL;}}										//銷燬指標
//---------------------------------------【全域性變數宣告部分】------------------------------------------------
//描述:全域性變數的宣告
//-----------------------------------------------------------------------------------------------------------
LPDIRECT3DDEVICE9 g_pd3dDevice;																//Direct 3D裝置物件
ID3DXFont* g_pFont;																			//字型COM介面
wchar_t g_strFPS[50];																		//包含幀頻率的字元陣列

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Direct3D_Init(HWND);													//在這個函式中繼續Direct3D的初始化
HRESULT Objects_Init(HWND);														//在這個函式中進行要繪製的物體的資源初始化
void Direct3D_Render(HWND);														//在這個函式中進行Direct3D渲染程式碼的書寫
void Direct3D_ClearUp();														//在這個函式中清理COM資源以及其他資源
float Get_FPS();
//----------------------------------------【WinMain()函式】-------------------------------------------------
//描述:Windows應用程式的入口函式
//-------------------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nCmdShow)
{
	WNDCLASSEX wndClass = {0};
	wndClass.cbSize = sizeof(WNDCLASSEX);
	wndClass.style = CS_HREDRAW | CS_VREDRAW;
	wndClass.lpfnWndProc = (WNDPROC)WndProc;
	wndClass.cbClsExtra = 0;
	wndClass.cbWndExtra = 0;
	wndClass.hInstance = hInstance;
	wndClass.hIcon = (HICON)LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE);
	wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
	wndClass.lpszMenuName = NULL;
	wndClass.lpszClassName = L"3DGameBase";
	if(!RegisterClassEx(&wndClass))
		return -1;

	HWND hWnd = CreateWindow(L"3DGameBase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 
		WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
	MoveWindow(hWnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true);
	ShowWindow(hWnd, nCmdShow);
	UpdateWindow(hWnd);

	PlaySound(L"Final Fantasy XIII.wav", NULL, SND_LOOP | SND_ASYNC | SND_FILENAME);
	
	if(FAILED(Direct3D_Init(hWnd)))
		MessageBox(hWnd, L"Direct3D 初始化失敗!", L"訊息視窗", 0);
	MSG msg = {0};
	while(msg.message != WM_QUIT)
	{
		if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
			Direct3D_Render(hWnd);
	}

	UnregisterClass(L"3DGameBase", wndClass.hInstance);
	return 0;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch(message)
	{
	case WM_PAINT:
		Direct3D_Render(hWnd);
		ValidateRect(hWnd, NULL);													//使視窗區域生效
		break;
	case WM_KEYDOWN:
		if(wParam == VK_ESCAPE)
			DestroyWindow(hWnd);
		break;
	case WM_DESTROY:
		//呼叫自定義的資源清理函式Direct3D_ClearUp();進行退出前的資源清理
		Direct3D_ClearUp();
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(hWnd, message, wParam, lParam);
	}

	return 0;
}
//---------------------------------------------【Direct3D_Init()函式】-----------------------------------------
//描述:Direct3D初始化函式,進行Direct3D的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hWnd)
{
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步驟一】:建立Direct3D介面物件,以便用該Direct3D物件建立Direct3D裝置物件
	//---------------------------------------------------------------------------------------------------------------
	LPDIRECT3D9 pD3D = NULL; //Direct3D介面物件的建立。

	if((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)						//初始化Direct3D介面物件,並進行DirectX版本協商。
		return E_FAIL;
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步驟二】:獲取硬體裝置資訊
	//---------------------------------------------------------------------------------------------------------------
	D3DCAPS9 caps;
	int vp = 0;
	if(FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps))) 
		return E_FAIL;
	if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;								//支援硬體頂點運算,採用硬體頂點運算
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;								//不支援硬體頂點運算,採用軟體頂點運算

	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步驟三】:填充D3DPRESENT_PARAMETERS結構體
	//---------------------------------------------------------------------------------------------------------------
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));

	d3dpp.BackBufferWidth = WINDOW_WIDTH;
	d3dpp.BackBufferHeight = WINDOW_HEIGHT;
	d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
	d3dpp.BackBufferCount = 1;
	d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality = 0;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.hDeviceWindow = hWnd;
	d3dpp.Windowed = true;
	d3dpp.EnableAutoDepthStencil = true;
	d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
	d3dpp.Flags = 0;
	d3dpp.FullScreen_RefreshRateInHz = 0;
	d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步驟四】:建立Direct3D裝置介面。
	//---------------------------------------------------------------------------------------------------------------
	if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pd3dDevice)))
		return E_FAIL;

	SAFE_RELEASE(pD3D);														//LPDIRECT3D9介面物件的使命完成,將其釋放掉
	if(FAILED(Objects_Init(hWnd)))											// 呼叫一次Objects_Init,進行渲染資源的初始化
		return E_FAIL;

	return S_OK;
}
//------------------------------------------【Objects_Init()】函式---------------------------------------------
//描述:渲染資源初始化函式,在此函式中進行要被渲染的物體的資源的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hWnd)
{
	//建立字型
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, 
													DEFAULT_QUALITY, 0, TEXT("微軟雅黑"), &g_pFont)))
		return E_FAIL;
	return S_OK;
}
//-----------------------------------------【Get_FPS()函式】---------------------------------------------------
//描述:用於計算幀頻率
//---------------------------------------------------------------------------------------------------------------
float Get_FPS()
{
	//定義四個靜態變數
	static int frameCount = 0;																	//幀數
	static float currentTime = 0;																//當前時間 
	static float lastTime = 0;																	//上次計算幀頻率的時間
	static float fps = 0;																		//需要計算的fps值
	
	++frameCount;																				//每呼叫一次此函式,幀數加一
	//獲取系統時間, timeGetTime() 返回系統時間,以毫秒為單位,乘以0.001得到秒
	currentTime = timeGetTime() * 0.001f;												
	//如果當前時間減去之前計算幀頻率的時間大於1秒鐘,就進行幀頻率的更新,並將幀數歸零
	if(currentTime - lastTime > 1.0f)															//將時間控制在1秒鐘
	{
		fps = frameCount / (currentTime - lastTime);											//計算這一秒的fps值
		frameCount = 0;																			//將本次幀數清零
		lastTime = currentTime;								//將當前時間賦給上次計算幀頻率的時間,作為下一秒的基準時間
	}

	return fps;
}


//----------------------------------------【Direct3D_Render()函式】--------------------------------------------
//描述:使用Direct3D進行渲染
//---------------------------------------------------------------------------------------------------------------
void Direct3D_Render(HWND hWnd)
{
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟一】:清屏操作
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
	//定義一個矩形,用來獲取主視窗矩形
	RECT formatRect;
	GetClientRect(hWnd, &formatRect);
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟二】:開始繪製
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->BeginScene();																				//開始繪製
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟三】:正式繪製
	//---------------------------------------------------------------------------------------------------------------
	//在縱座標250處寫文字
	swprintf_s(g_strFPS, L"FPS:%.3f", Get_FPS());
	g_pFont->DrawText(0, g_strFPS, -1, &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255,255,255));
	formatRect.top = 250;
	g_pFont->DrawText(0, L"3D遊戲開發的框架!", -1, &formatRect, DT_CENTER, D3DCOLOR_XRGB(255,255,255));
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟四】:結束繪製
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->EndScene();																				//結束繪製
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟五】:顯示翻轉
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->Present(NULL, NULL, NULL, NULL);															//翻轉與顯示
}
//------------------------------------------------【 Direct3D_ClearUp函式】------------------------------------------
//描述:資源清理函式,在此函式中進行程式退出前資源的清理工作
//-------------------------------------------------------------------------------------------------------------------
void Direct3D_ClearUp()
{
	SAFE_RELEASE(g_pd3dDevice);
	//釋放COM介面物件
	SAFE_RELEASE(g_pFont);
}